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Abandoned Realms
Joined: 23 Jan 2004 Posts: 348
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Posted: Sat Nov 09, 2013 8:50 pm Post subject: Rend life damage fix |
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Hi all,
We found that we accidentally made a typo when setting the damage of
rend life down a while ago, and we ended up making it do more damage
instead of less. We found this problem because we've begun auditing
our spells properly for a higher quality game.
Please accept our apologies for any inconvenience that this
problem has caused.
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Dispater
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Joined: 11 Feb 2008 Posts: 780 Location: Far side of the internet!
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Posted: Sat Nov 09, 2013 9:14 pm Post subject: |
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better nerf Irelia |
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Nycticora
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Joined: 09 Feb 2013 Posts: 2277
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Posted: Sun Nov 10, 2013 2:15 am Post subject: |
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we don't nerf irelia here, we buff bards |
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Nycticora
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Joined: 09 Feb 2013 Posts: 2277
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Posted: Sun Nov 10, 2013 2:27 am Post subject: Second Rend Life update |
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The damage curve of Rend Life has been adjusted. Now it looks more like a, well, curve, and less like someone barfed on their keyboard and pasted it into the fucking code |
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Ergorion
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Joined: 16 Mar 2007 Posts: 2156
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Posted: Sun Nov 10, 2013 2:36 am Post subject: |
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Nycticora wrote: |
we don't nerf irelia here, we buff bards |
True dat. |
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Thorgoth Immortal
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Joined: 16 Oct 2008 Posts: 727
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Posted: Sun Nov 10, 2013 8:16 pm Post subject: |
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Excuse me, I take my barfing seriously. |
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Davairus Implementor
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Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Mon Dec 15, 2014 9:27 am Post subject: |
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I've halved the level co-efficient of rend life, which we've added recently. Since you don't get a chance to save, I felt I owed you at least a reduction on the level scaling. This spell looks kinda balanced now, but being able to easily fashion fully charged reaper scythes is still kinda problematic. |
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javey
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Joined: 14 Dec 2014 Posts: 7
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Posted: Mon Dec 15, 2014 5:03 pm Post subject: |
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+1 nycticora |
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curisq
Joined: 07 Sep 2008 Posts: 75
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Posted: Mon Dec 15, 2014 10:03 pm Post subject: |
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I take my +1 back since by buff you meant *nerf every few days |
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curisq
Joined: 07 Sep 2008 Posts: 75
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Posted: Mon Dec 15, 2014 10:04 pm Post subject: |
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stop the neerfffssssssss |
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Davairus Implementor
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Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Tue Dec 16, 2014 4:12 am Post subject: |
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I think anyone who has fought a berserker recently knows that to be false. Also, its been over six weeks since the last rend life update and its already clear by now that it didn't do enough. I don't need another five year turnaround on this spell being fixed properly. We probably can't afford to wait that long again. You need to understand that poorly balanced class is a turn-off from logging in. That said, this is a much milder update than the last one. |
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Ozaru
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Joined: 01 Jun 2010 Posts: 1074
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Posted: Tue Dec 16, 2014 6:24 am Post subject: |
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im a bit confused on the idea that necros are revamped then discovered to be unbalanced, just like invokers at their own time, dkns to a degree yet monks druids psi's are black listed because they are unbalanced as well. If you were worried about turning people off to the game because of balancing issues why release something that is unbalanced in the first place? |
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Faelon Emissary
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Joined: 23 Feb 2006 Posts: 938 Location: Your moms house.
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Posted: Tue Dec 16, 2014 6:57 am Post subject: |
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Things are often unbalanced when they are released, no matter what you are talking about. Cars are recalled, the iPhone has a tendency to drop calls and others have a tendency to bend if you put them in your back pocket when you sit. There is no way things are always going to be perfect out of the box, because the testing process would require so much more time that most people would simple be upset at the amount of it took to release something.
Pick your poison. Wait years for updates, or use the bug/issue forums to tell the imps/imms that something doesn't seem right.
I prefer frequent updates and changes, myself. |
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Ozaru
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Joined: 01 Jun 2010 Posts: 1074
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Posted: Tue Dec 16, 2014 7:03 am Post subject: |
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then why not release everything else, if we are fine debugging the game as team with forums bugs and issues monks druids and psi may not be as op as some people think. |
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Vevier Immortal
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Joined: 23 Jul 2008 Posts: 1642 Location: everywhere
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Posted: Tue Dec 16, 2014 8:31 am Post subject: |
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Ozaru, there are a lot of different levels of imbalance. Some are easy to fix: Rend life damage being too high is a simple fix that may bring the class back into a happy balance. Time will tell.
The classes that have been removed have far greater problems with their balance than one spell that is slightly overpowered. To begin with, since they have been removed from the game, they haven't received the same attention that our active classes have with regards to other, more general, changes to the game. Including them as they are now would be a violation of the trust players have for as fair a game as possible.
That being said, http://abandonedrealms.com/forum/viewtopic.php?t=9866 monks are on the table for release soon.
Lastly, I would like to remind everyone that all work done on AR for your enjoyment is time that we spend not playing this or other games, and that Dav works his buns off trying to fix the hundreds of issues we currently have outstanding and others that you as players may not even see. All these changes make for the best game possible, and he deserves to be thanked for his efforts rather than having them dismissed as unimportant. I'm not asking you not to question changes or make your opinions heard but let's at least show a little respect while we're doing it. |
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Nycticora
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Joined: 09 Feb 2013 Posts: 2277
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Posted: Tue Dec 16, 2014 8:50 am Post subject: |
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the disabled classes would crash the game outright if they were just enabled. I mean instantly. And it would be a tight crash loop. Nobody would be able to even log in. |
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Ozaru
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Joined: 01 Jun 2010 Posts: 1074
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Posted: Tue Dec 16, 2014 6:42 pm Post subject: |
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Don't get me wrong I think these changes are interesting, but as a "former" player (only time will tell) a statement like that makes me feel like we are the games guinea pig to a degree. WIth that, players that benefit from unbalanced changes can even get exalted characters like Ravinah. Was the player skilled absolutely, but how much of it was the player vs the damage output. Mangles every round vs dismembers is very different. I understand everything cannot be tested to ensure complete balance because ideas are put to paper and then tested, this place doesn't have game developers and testing for five years. I guess for me and maybe some other people that complain about balance changes to remember that how we voice our concerns need to be done appropriately because blowing up about something that seems to be unfair, just may be but the response from the imms is just "fuck this guy" so I am not listening. |
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Olyn Immortal
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Joined: 23 Jul 2008 Posts: 3249 Location: Pennsylvania
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Posted: Tue Dec 16, 2014 7:59 pm Post subject: |
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You don't see many things that can be called "broken" skills/spells coming from Davairus, Nycticora, and I. We have a great team at the moment and have been rationing our time between cleaning up old messes and rolling out new toys for everyone (yes, the countdown to monks can now be measured in weeks...)
That said, there's been a lot of time invested in evaluating our spells and their damage. In this case, we just didn't see it sooner and Davairus got the damage where it needed to be as soon as the problem was realized, with sufficient time allowed for gathering data. |
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Davairus Implementor
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Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Wed Dec 17, 2014 4:21 am Post subject: |
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Balance is an ongoing process. |
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Ergorion
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Joined: 16 Mar 2007 Posts: 2156
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Posted: Wed Dec 17, 2014 5:06 am Post subject: |
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That's why there are keepers, amiright? |
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